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Base management



Base management is an important layer of the game. The player can construct various types of buildings to be able to keep more monsters, incubate more eggs, create more weapons and potions, or increase the storage capacity and the living quarters.

Some building has unique features, like Hatchling's Cabin provides the possibility to use runestones and magic field on eggs and juvenile creatures to modify their traits. Hatchling's Cabin is a simple level 1 structure and can be upgraded to Incubator House and Monster Lab.

There are multiple options to house your monsters in the various chambers and cellars of the Old Keep, or build a kennel in the courtyard and upgrade it. Some creatures can live in a flooded dungeon cellar, some others need a warm environment to remain healthy, depends on their temperature tolerance.

Alchemist's Hut and Forge provide more places to hire craftsmen and also give an efficiency bonus.

New human character models

I have replaced the human avatars of warrior, archer, and sorcerer classes. These are near-final models that will be used for the Early Access release in early 2021. More weapons and shields with custom banner are still under development.



The player will be able to attach armor pieces to the character's body, head, lower arm, upper arm, and leg separately on the right and left side. There will be leather, bronze, iron, steel, and magma-steel armors and weapons with the possibility of enchanting.

Demo update is out!

[h3]New features:[/h3]
  • Potions to heal, restore energy and mana, boost action points or cure poison
  • Critical hits: +50% attack bonus
  • Poorly executed attacks: attack damage reduced by 50% due to fatigue or poor training
  • Frogbeasts have a poison bite
  • Armors, weapons, and shields can get damaged. Weapons and shields can break
  • Warriors have a secondary weapon in case of weapon break
  • Weapon reach difference: attacking with longer weapons may prevent opponents from counter-attack (ie. two-handed sword vs. short sword)
  • Combat log: detailed information about every aspect of combat
  • Shield size: larger shields give more possibility to block arrows coming from the front
  • Burden affects the amount of energy recovered every turn
  • AI improvements
  • Basic help panel to provide some explanation
  • Minor bug fixes

Demo available on Steam

Hi,

Finally, the pre-alpha combat demo is available on Steam. This combat system is not complete, unpolished, but good enough to give some insight to the arena combat of this game.

I will add many new features in the next couple of weeks and will update the demo late March.

I appreciate any feedback you have.

Pre-Alpha Combat Demo is available!

Hi Everyone!

Pre-Alpha Combat Demo is available on itch.io. This early demo consists of three battles in the arena. One is a classic melee fight between two battle teams of tree warriors, two monsters, two archers and a sorcerer. The second fight is nocturnal combat of your team of archers surrounded by monsters in the dark. The last battle is dominated by ranged weapons.

I appreciate any feedback on the forum, especially your opinion about the combat system, which is still under development.

Have fun!

Download demo from itch.io